![]() | Study programme 2025-2026 | Français | |
| Specialties in localization and AI | |||
Learning Activity |
| Code | Lecturer(s) | Associate Lecturer(s) | Subsitute Lecturer(s) et other(s) | Establishment |
|---|---|---|---|---|
| T-FRAN-705 |
|
|
| Language of instruction | Language of assessment | HT(*) | HTPE(*) | HTPS(*) | HR(*) | HD(*) | Term |
|---|---|---|---|---|---|---|---|
| Français | Français | 13 | 13 | 34 | 0 | 0 | Q1 |
Content of Learning Activity
Introduction to AI applied to localisation, presentation of several NMT and LLM translation tools, highlighting of the particularities of different localisation content types, identification of the pitfalls specific to different text types, qualitative comparison between several AI tools depending on the documents to be localised, identification and reading of relevant scientific resources in the field of AI applied to localisation, introduction to the process and presentation of qualitative and/or quantitative scientific work on AI applied to localisation, key elements for localisation quality assessment, presentation of the latest work in the field.
Required Learning Resources/Tools
-PowerPoint presentations
-Research papers/scientific work to be read and analysed in class
-Tutorials on various IT required for the module
Recommended Learning Resources/Tools
Not applicable
Other Recommended Reading
Bernal-Merino, M. Á. (2007). Challenges in the translation of video games. Tradumàtica, 5, 1-7.
Brenner, J. (2024). The MTxGames Project: Creative Video Games and Machine Translation – Different Post-Editing Methods in the Translation Process. Proceedings of the 25th Annual Conference of the European Association for Machine Translation, 47-48, https://eamt2024.github.io/proceedings/vol2.pdf
Castilho, S. & Resende, N. (2022). Post-Editese in Literary Translations. Information, 13(66), 1-22.
Hansen, D., & Houlmont, P. Y. (2022). A Snapshot into the Possibility of Video Game Machine Translation. Proceedings of the 15th Biennial Conference of the Association for Machine Translation in the Americas, 2, 257-269. https://orbi.uliege.be/bitstream/2268/294581/1/2022.amta-upg.18.pdf
Jiménez-Crespo, M. A. (2024). Localization in Translation. Oxon and New York: Routledge.
Mangiron, C. & O’Hagan, M. (2013). Game Localization – Translating for the global digital entertainment industry. Amsterdam and Philadelphia: John Benjamins.
Rivas Ginel, M. I. (2021). Ergonomics of tools usage for video game localisation: a user survey. Critic. Cahiers de recherches interdisciplinaires sur la traduction, l'interprétation et la communication interculturelle, 2, 27-57.
Rivas Ginel, M. I. (2022). Video Game Localisation Tools : A User Survey. In M. Ibáñez Rodríguez & C. Cuéllar Lázaro (Eds.), De la hipótesis a la tesis: Traductología y lingüística aplicada (pp. 295-324). Editorial Comares.
Rivas Ginel, M. I. & Theroine, S. (2022). Machine Translation and Gender biases in video game localisation: a corpus-based analysis. Journal of Data Mining and Digital Humanities, 1-10.
Rivas Ginel, M. I. (2023). The Ergonomics of CAT Tools for Video game Localisation, PhD Thesis. Université de Bourgogne.
Mode of delivery
Type of Teaching Activity/Activities
Evaluations
The assessment methods of the Learning Activity (AA) are specified in the course description of the corresponding Educational Component (UE)
Location of learning activity
Location of assessment